Splatoon 2/Textures

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Revision as of 22:32, 9 November 2018 by FissionMetroid101 (talk | contribs) (Listed every texture type to my knowledge from Splatoon 2 as well as what I believe they're used for.)
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Textures are used to give models in-game color and depth. The types of textures are explained below. (Brief descriptions are being used to start this page off. Much more will be added later.)


Albedo, or Diffuse textures, are used to give models base colors. The textures are commonly ended with Alb.

Normal Maps

Normal Map textures are used to mimic the lighting of depth. The texture is most commonly a blue-purple color with varying hues of pink, purple, blue, and (when it comes to more dramatic effects), and yellow-green. The textures are commonly ended with Nrm.

Color Image Light Bounce Direction
Light Blue NormalMapDefaultBlue.png No change, base color
Light Green-Yellow NormalMapGreenYellow.png Light bounces north
Light Pink NormalMapLightPink.png Light bounces east
Purple NormalMapPurple.png Light bounces south
Blue NormalMapBlue.png Light bounces west

Roughness Maps

Roughness textures affect a material's glossiness. The lighter the texture is, the more matte or rough the sheen will appear. Black or dark gray will project a more clear reflection. These commonly end with Rgh.

Metalness Maps

Metalness textures affect a material's reflectivity. Black on the texture means that it will reflect the lighting around it, but white means it will be tinted according to the albedo map. Metallic materials reflect the world around it, so without any cubemaps it will appear as black. These commonly end with Mtl.

Emission Maps

Emission maps give the illusion that a texture's emitting light and appear unlit. These can come as fully colored, or black and white (usually meaning its tinted through another source such ink coloring). These commonly end with Emm.

Ambient Occlusion

Ambient Occlusion textures simulate global illumination. These can help give the illusion of more complex details on a material's surface. These commonly end with Ao.

Thickness Maps

Thickness maps offer a simpler version of subsurface scattering, the effect of light traveling through a surface and "scattering" through it. An effect often seen when a light is shined behind an ear or hand, and red light is given off through the skin. This gives off a fresnel effect when light is indirectly striking the material. These commonly end with Thc.

Transmission Maps

Transmission textures work similarly to thickness maps. Instead of lighting the model with indirect lighting, when the lighting is behind the material it will give the other side a "glow" effect as if the light traveled through it. These commonly end with Trm.

Inked Maps

Textures that commonly end with 2cl are utilized for the "inked" effect when a character or object gets covered in ink. It uses a cutout-like system so that there's no smooth gradients or transitions between the material and the ink. The lighter the texture, the faster it'll appear with less ink/damage.

Team Color Maps

Simply put, these are colored according to the material's team which can vary from Alpha, Bravo, and neutral. These commonly end with Tcl.

Effects Map

These are utilized for special shader effects. Their uses vary instance to instance. These commonly end with Fxm.

Multi Texture Maps

When a basic albedo map doesn't cut it, you use a detail or secondary map to help achieve your look for the basic surface appearance. These can vary from being overlaid over the texture on a much smaller scale such as the threads on a piece of cloth, to a spheremap reflection such as the ones seen on the jellyfish or specific reflective materials, or a secondary dynamic texture. These commonly end with Hlt or Mlt.


Lightwarp or (potentially) Reflective maps are used to alter the basic light gradient the material uses in its visible transition from light to shadow. These commonly end with Rft.